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- local Loaded = false
- if game.PlaceId == 2961297129 then
- Loaded = true
- print("FLUX: Game Death Zone.")
- --not made by showerhead
- local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))()
- local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")()
- local Window = ShowerLib:CreateWindow("F"); --Clicking this will make it rotate.
- local HomePage = Window:Section("Aim")
- local SelfPage = Window:Section("Self")
- local VisualsPage = Window:Section("Visual")
- local MiscPage = Window:Section("Misc")
- ESP:SetESPColor(Color3.fromRGB(0, 166, 255))
- --Configuration
- --Circle
- local FOVAmount = ""
- --Load settings
- local LightingModuleDeleted = false
- --Configuration
- HomePage:AddSlider("FOV", 100, 400, 10, function(Value)
- FOVAmount = Value -- Value is the value of the slider
- end)
- local SelectedBodyPart = "Random"
- HomePage:AddDrop(
- "Aimed Part",
- {
- "Head",
- "Body",
- "Random"
- },
- function(value)
- SelectedBodyPart = value
- end
- )
- HomePage:AddToggle("Silent Aim", function(state)
- if state == true then
- -- settings, if you want to change some settings just re-execute.
- _G.whitelist = {
- "ItsIofty"
- }
- _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends
- _G.targetPart = SelectedBodyPart
- _G.bindEnabled = false
- _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot
- _G.FOV = FOVAmount
- -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this.
- local RAYCAST_ENABLED = true
- -- -- This is rarely useful, however in some cases you might want it.
- local MOUSE_TARGET_ENABLED = false
- -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position.
- local MOUSE_HIT_ENABLED = false
- -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit.
- local MOUSE_POSITION_ENABLED = false
- -- I'm not sure what you're going to use this for, but it works I guess
- local MOUSE_ORIGIN_ENABLED = false
- _G.indexTable = {
- -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out.
- ["Mouse"] = {
- ["target"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart]
- end,
- Enabled = MOUSE_TARGET_ENABLED
- },
- ["hit"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].CFrame
- end,
- Enabled = MOUSE_HIT_ENABLED
- },
- ["origin"] = {
- Function = function(self, value)
- return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position)
- end,
- Enabled = MOUSE_ORIGIN_ENABLED
- },
- ["x"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().X
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["y"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().Y
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["unitray"] = {
- Function = function(self, value)
- return Ray.new(
- self.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit
- )
- end,
- Enabled = RAYCAST_ENABLED
- }
- },
- ["Humanoid"] = {
- ["targetpoint"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].Position
- end,
- Enabled = MOUSE_HIT_ENABLED
- }
- }
- }
- _G.namecallTable = {
- ["getmouselocation"] = {
- Function = function(self, returns, args)
- local vector =
- workspace.CurrentCamera.WorldToViewportPoint(
- workspace.CurrentCamera,
- _G.closestCharacter[_G.targetPart].Position
- )
- returns[1] = Vector2.new(vector.X, vector.Y)
- return returns
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["findpartonraywithignorelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonray"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not args[2] then
- args[2] = {}
- end
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonraywithwhitelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["raycast"] = {
- Function = function(self, returns, args)
- args[1], args[2] =
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- if not _G.wallbang then
- returns = table.pack(self.Raycast(self, unpack(args)))
- else
- local FilterDescendantsInstances = args[3].FilterDescendantsInstances
- local FilterType = Enum.RaycastFilterType.Whitelist
- local IgnoreWater = args[3].IgnoreWater
- local CollisionGroup = args[3].CollisionGroup
- args[3] =
- RaycastParams.new(
- {
- FilterDescendantsInstances = FilterDescendantsInstances,
- FilterType = FilterType,
- IgnoreWater = IgnoreWater,
- CollisionGroup = CollisionGroup
- }
- )
- returns = table.pack(self.Raycast(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- }
- }
- -- the actual script
- local getnamecallmethod = getnamecallmethod or getnamecall_method
- local newcclosure = newcclosure or hide_me or function(func)
- return func
- end
- local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus
- uis = game:GetService("UserInputService")
- local player = game.Players.LocalPlayer
- mouse = player:GetMouse()
- local mt = getrawmetatable(game)
- local mt_index, mt_namecall = mt.__index, mt.__namecall
- if setreadonly then
- setreadonly(mt, false)
- elseif make_writeable then
- make_writeable(mt, true)
- end
- function IsTeamMate(Player1, Player2)
- return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and
- Player1.TeamColor == Player2.TeamColor)
- end
- if not _G.MUTEX then
- _G.MUTEX = true
- local aimbot = true
- function mt:__index(index)
- local value = mt_index(self, index)
- if not checkcaller() then
- if aimbot then
- local table -- im pretty sure this works like rawget for properties
- for index, value in pairs(_G.indexTable) do
- if self:IsA(index) then
- table = value
- break
- end
- end
- if table then
- table = table[index:lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- return table.Function(self, value)
- end
- end
- end
- end
- end
- end
- return value
- end
- function mt:__namecall(...)
- local args = {
- ...
- }
- local returns = table.pack(mt_namecall(self, unpack(args)))
- if aimbot then
- local table = _G.namecallTable[getnamecallmethod():lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- returns = table.Function(self, returns, args)
- end
- end
- end
- end
- return unpack(returns)
- end
- uis.InputBegan:Connect(
- function(input, gameProcessed)
- if not gameProcessed and _G.bindEnabled then
- if input.KeyCode == _G.bind then
- aimbot = not aimbot
- end
- end
- end
- )
- while wait() do
- pcall(
- function()
- -- because this shit breaks like 24/7
- _G.closestCharacter, closestDistance = nil, math.huge
- for _, currentPlayer in ipairs(game.Players:GetPlayers()) do
- if not table.find(_G.whitelist, currentPlayer.Name) then
- if currentPlayer ~= game.Players.LocalPlayer then
- local character = currentPlayer.Character
- if character then
- local humanoid = character:FindFirstChildWhichIsA("Humanoid")
- if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then
- if
- not _G.friendsListIsWhitelisted or
- (_G.friendsListIsWhitelisted and
- not currentPlayer:IsFriendsWith(player.UserId))
- then
- local vector, onScreen =
- workspace.CurrentCamera:WorldToScreenPoint(
- character[_G.targetPart].Position
- )
- if onScreen then
- local magnitude =
- (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude
- if magnitude < closestDistance then
- if magnitude <= _G.FOV then
- _G.closestCharacter, closestDistance = character, magnitude
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- )
- end
- end
- else
- -- settings, if you want to change some settings just re-execute.
- _G.whitelist = {
- "ItsIofty"
- }
- _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends
- _G.targetPart = "Head"
- _G.bindEnabled = false
- _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot
- _G.FOV = 0
- -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this.
- local RAYCAST_ENABLED = true
- -- -- This is rarely useful, however in some cases you might want it.
- local MOUSE_TARGET_ENABLED = false
- -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position.
- local MOUSE_HIT_ENABLED = false
- -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit.
- local MOUSE_POSITION_ENABLED = false
- -- I'm not sure what you're going to use this for, but it works I guess
- local MOUSE_ORIGIN_ENABLED = false
- _G.indexTable = {
- -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out.
- ["Mouse"] = {
- ["target"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart]
- end,
- Enabled = MOUSE_TARGET_ENABLED
- },
- ["hit"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].CFrame
- end,
- Enabled = MOUSE_HIT_ENABLED
- },
- ["origin"] = {
- Function = function(self, value)
- return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position)
- end,
- Enabled = MOUSE_ORIGIN_ENABLED
- },
- ["x"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().X
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["y"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().Y
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["unitray"] = {
- Function = function(self, value)
- return Ray.new(
- self.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit
- )
- end,
- Enabled = RAYCAST_ENABLED
- }
- },
- ["Humanoid"] = {
- ["targetpoint"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].Position
- end,
- Enabled = MOUSE_HIT_ENABLED
- }
- }
- }
- _G.namecallTable = {
- ["getmouselocation"] = {
- Function = function(self, returns, args)
- local vector =
- workspace.CurrentCamera.WorldToViewportPoint(
- workspace.CurrentCamera,
- _G.closestCharacter[_G.targetPart].Position
- )
- returns[1] = Vector2.new(vector.X, vector.Y)
- return returns
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["findpartonraywithignorelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonray"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not args[2] then
- args[2] = {}
- end
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonraywithwhitelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["raycast"] = {
- Function = function(self, returns, args)
- args[1], args[2] =
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- if not _G.wallbang then
- returns = table.pack(self.Raycast(self, unpack(args)))
- else
- local FilterDescendantsInstances = args[3].FilterDescendantsInstances
- local FilterType = Enum.RaycastFilterType.Whitelist
- local IgnoreWater = args[3].IgnoreWater
- local CollisionGroup = args[3].CollisionGroup
- args[3] =
- RaycastParams.new(
- {
- FilterDescendantsInstances = FilterDescendantsInstances,
- FilterType = FilterType,
- IgnoreWater = IgnoreWater,
- CollisionGroup = CollisionGroup
- }
- )
- returns = table.pack(self.Raycast(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- }
- }
- -- the actual script
- local getnamecallmethod = getnamecallmethod or getnamecall_method
- local newcclosure = newcclosure or hide_me or function(func)
- return func
- end
- local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus
- uis = game:GetService("UserInputService")
- local player = game.Players.LocalPlayer
- mouse = player:GetMouse()
- local mt = getrawmetatable(game)
- local mt_index, mt_namecall = mt.__index, mt.__namecall
- if setreadonly then
- setreadonly(mt, false)
- elseif make_writeable then
- make_writeable(mt, true)
- end
- function IsTeamMate(Player1, Player2)
- return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and
- Player1.TeamColor == Player2.TeamColor)
- end
- if not _G.MUTEX then
- _G.MUTEX = true
- local aimbot = true
- function mt:__index(index)
- local value = mt_index(self, index)
- if not checkcaller() then
- if aimbot then
- local table -- im pretty sure this works like rawget for properties
- for index, value in pairs(_G.indexTable) do
- if self:IsA(index) then
- table = value
- break
- end
- end
- if table then
- table = table[index:lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- return table.Function(self, value)
- end
- end
- end
- end
- end
- end
- return value
- end
- function mt:__namecall(...)
- local args = {
- ...
- }
- local returns = table.pack(mt_namecall(self, unpack(args)))
- if aimbot then
- local table = _G.namecallTable[getnamecallmethod():lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- returns = table.Function(self, returns, args)
- end
- end
- end
- end
- return unpack(returns)
- end
- uis.InputBegan:Connect(
- function(input, gameProcessed)
- if not gameProcessed and _G.bindEnabled then
- if input.KeyCode == _G.bind then
- aimbot = not aimbot
- end
- end
- end
- )
- while wait() do
- pcall(
- function()
- -- because this shit breaks like 24/7
- _G.closestCharacter, closestDistance = nil, math.huge
- for _, currentPlayer in ipairs(game.Players:GetPlayers()) do
- if not table.find(_G.whitelist, currentPlayer.Name) then
- if currentPlayer ~= game.Players.LocalPlayer then
- local character = currentPlayer.Character
- if character then
- local humanoid = character:FindFirstChildWhichIsA("Humanoid")
- if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then
- if
- not _G.friendsListIsWhitelisted or
- (_G.friendsListIsWhitelisted and
- not currentPlayer:IsFriendsWith(player.UserId))
- then
- local vector, onScreen =
- workspace.CurrentCamera:WorldToScreenPoint(
- character[_G.targetPart].Position
- )
- if onScreen then
- local magnitude =
- (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude
- if magnitude < closestDistance then
- if magnitude <= _G.FOV then
- _G.closestCharacter, closestDistance = character, magnitude
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- )
- end
- end
- end
- end)
- HomePage:AddButton("No Recoil", function()
- game.Players.LocalPlayer.Backpack.WalkAnimation.recoil.antirecoil:Destroy()
- end)
- --Self
- SelfPage:AddToggle("Walkspeed", function(State)
- if state == true then
- while wait(1) do
- Speed = 1 -- 1 is pretty much good but you do you :D
- _G.Speed = true -- Toggle Speed
- You = game.Players.LocalPlayer.Name
- UIS = game:GetService("UserInputService")
- while _G.Speed do
- if UIS:IsKeyDown(Enum.KeyCode.W) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.A) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.S) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.D) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0)
- end;
- wait()
- end
- end
- else
- while wait(1) do
- Speed = 1 -- 1 is pretty much good but you do you :D
- _G.Speed = false -- Toggle Speed
- You = game.Players.LocalPlayer.Name
- UIS = game:GetService("UserInputService")
- while _G.Speed do
- if UIS:IsKeyDown(Enum.KeyCode.W) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.A) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.S) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.D) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0)
- end;
- wait()
- end
- end
- end
- end)
- SelfPage:AddButton("Fly", function()
- loadstring(game:HttpGet(('https://pastebin.com/raw/WxmvCLLH'),true))()
- end)
- SelfPage:AddButton("Low Gravity", function()
- local p = game.Players.LocalPlayer.Character.HumanoidRootPart
- local yeah_this_is_yeah = Instance.new("BodyForce")
- yeah_this_is_yeah.Parent = p
- yeah_this_is_yeah.Force = Vector3.new(0, 2000, 0)
- end)
- --Visual
- VisualsPage:AddToggle("Box", function(state)
- ESP:BoxESPToggle(state)
- end)
- VisualsPage:AddToggle("Tracers", function(state)
- ESP:TracersToggle(state)
- end)
- VisualsPage:AddToggle("Names", function(state)
- ESP:NameESPToggle(state)
- end)
- VisualsPage:AddToggle("Teamcheck", function(state)
- ESP:TeamcheckToggle(state)
- end)
- VisualsPage:AddToggle("Chams", function(state)
- if state == true then
- local color = BrickColor.new(255, 0, 50)
- local transparency = 0
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- else
- local color = BrickColor.new(255, 0, 50)
- local transparency = 1
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- end
- end)
- VisualsPage:AddLabel("Player")
- VisualsPage:AddToggle("Gun Chams", function(state)
- if state == true then
- for i,v in pairs(workspace:GetDescendants()) do
- if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then
- v.Material = "ForceField"
- end
- end
- for i,v in pairs(game:GetDescendants()) do
- if v:IsA("Light") or v:IsA("ParticleEmitter") or v:IsA("Trail") then
- v:Destroy()
- end
- end
- else
- for i,v in pairs(workspace:GetDescendants()) do
- if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then
- v.Material = "SmoothPlastic"
- end
- end
- end
- end)
- circle = Drawing.new("Circle")
- VisualsPage:AddToggle("View FOV", function(state)
- if state == true then
- circle = Drawing.new("Circle")
- circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 1.5
- circle.NumSides = 100
- circle.Radius = FOVAmount
- circle.Visible = true
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi=game:GetService('GuiService'):GetGuiInset();
- RunService.Heartbeat:Connect(function()
- circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y)
- end)
- else
- circle = Drawing.new("Circle")
- circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 0
- circle.NumSides = 100
- circle.Radius = 0
- circle.Visible = false
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi=game:GetService('GuiService'):GetGuiInset();
- RunService.Heartbeat:Connect(function()
- circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y)
- end)
- end
- end)
- VisualsPage:AddLabel("Map")
- VisualsPage:AddButton("Fullbright", function()
- if not _G.FullBrightExecuted then
- _G.FullBrightEnabled = false
- _G.NormalLightingSettings = {
- Brightness = game:GetService("Lighting").Brightness,
- ClockTime = game:GetService("Lighting").ClockTime,
- FogEnd = game:GetService("Lighting").FogEnd,
- GlobalShadows = game:GetService("Lighting").GlobalShadows,
- Ambient = game:GetService("Lighting").Ambient
- }
- game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function()
- if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then
- _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Brightness = 1
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function()
- if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then
- _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").ClockTime = 12
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function()
- if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then
- _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").FogEnd = 786543
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function()
- if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then
- _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").GlobalShadows = false
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function()
- if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then
- _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- end)
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- local LatestValue = true
- spawn(function()
- repeat
- wait()
- until _G.FullBrightEnabled
- while wait() do
- if _G.FullBrightEnabled ~= LatestValue then
- if not _G.FullBrightEnabled then
- game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness
- game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime
- game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd
- game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows
- game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient
- else
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- LatestValue = not LatestValue
- end
- end
- end)
- end
- _G.FullBrightExecuted = true
- _G.FullBrightEnabled = not _G.FullBrightEnabled
- end)
- --Misc
- MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function()
- ShowerLib:OpenClose() -- opens or closes the UI
- end)
- MiscPage:AddButton("Destroy GUI", function()
- ShowerLib:Destroy() -- Kills the GUI
- end)
- end
- if game.PlaceId == 2961297129 then
- Loaded = true
- print("FLUX: Game Death Zone.")
- --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342
- local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))()
- local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")()
- local Window = ShowerLib:CreateWindow("F"); --Clicking this will make it rotate.
- local HomePage = Window:Section("Aim")
- local SelfPage = Window:Section("Self")
- local VisualsPage = Window:Section("Visual")
- local MiscPage = Window:Section("Misc")
- ESP:SetESPColor(Color3.fromRGB(0, 166, 255))
- --Configuration
- --Circle
- local FOVAmount = ""
- --Load settings
- local LightingModuleDeleted = false
- --Configuration
- HomePage:AddSlider("FOV", 100, 400, 10, function(Value)
- FOVAmount = Value -- Value is the value of the slider
- end)
- local SelectedBodyPart = "Random"
- HomePage:AddDrop(
- "Aimed Part",
- {
- "Head",
- "Body",
- "Random"
- },
- function(value)
- SelectedBodyPart = value
- end
- )
- HomePage:AddToggle("Silent Aim", function(state)
- if state == true then
- -- settings, if you want to change some settings just re-execute.
- _G.whitelist = {
- "ItsIofty"
- }
- _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends
- _G.targetPart = SelectedBodyPart
- _G.bindEnabled = false
- _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot
- _G.FOV = FOVAmount
- -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this.
- local RAYCAST_ENABLED = true
- -- -- This is rarely useful, however in some cases you might want it.
- local MOUSE_TARGET_ENABLED = false
- -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position.
- local MOUSE_HIT_ENABLED = false
- -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit.
- local MOUSE_POSITION_ENABLED = false
- -- I'm not sure what you're going to use this for, but it works I guess
- local MOUSE_ORIGIN_ENABLED = false
- _G.indexTable = {
- -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out.
- ["Mouse"] = {
- ["target"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart]
- end,
- Enabled = MOUSE_TARGET_ENABLED
- },
- ["hit"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].CFrame
- end,
- Enabled = MOUSE_HIT_ENABLED
- },
- ["origin"] = {
- Function = function(self, value)
- return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position)
- end,
- Enabled = MOUSE_ORIGIN_ENABLED
- },
- ["x"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().X
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["y"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().Y
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["unitray"] = {
- Function = function(self, value)
- return Ray.new(
- self.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit
- )
- end,
- Enabled = RAYCAST_ENABLED
- }
- },
- ["Humanoid"] = {
- ["targetpoint"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].Position
- end,
- Enabled = MOUSE_HIT_ENABLED
- }
- }
- }
- _G.namecallTable = {
- ["getmouselocation"] = {
- Function = function(self, returns, args)
- local vector =
- workspace.CurrentCamera.WorldToViewportPoint(
- workspace.CurrentCamera,
- _G.closestCharacter[_G.targetPart].Position
- )
- returns[1] = Vector2.new(vector.X, vector.Y)
- return returns
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["findpartonraywithignorelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonray"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not args[2] then
- args[2] = {}
- end
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonraywithwhitelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["raycast"] = {
- Function = function(self, returns, args)
- args[1], args[2] =
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- if not _G.wallbang then
- returns = table.pack(self.Raycast(self, unpack(args)))
- else
- local FilterDescendantsInstances = args[3].FilterDescendantsInstances
- local FilterType = Enum.RaycastFilterType.Whitelist
- local IgnoreWater = args[3].IgnoreWater
- local CollisionGroup = args[3].CollisionGroup
- args[3] =
- RaycastParams.new(
- {
- FilterDescendantsInstances = FilterDescendantsInstances,
- FilterType = FilterType,
- IgnoreWater = IgnoreWater,
- CollisionGroup = CollisionGroup
- }
- )
- returns = table.pack(self.Raycast(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- }
- }
- -- the actual script
- local getnamecallmethod = getnamecallmethod or getnamecall_method
- local newcclosure = newcclosure or hide_me or function(func)
- return func
- end
- local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus
- uis = game:GetService("UserInputService")
- local player = game.Players.LocalPlayer
- mouse = player:GetMouse()
- local mt = getrawmetatable(game)
- local mt_index, mt_namecall = mt.__index, mt.__namecall
- if setreadonly then
- setreadonly(mt, false)
- elseif make_writeable then
- make_writeable(mt, true)
- end
- function IsTeamMate(Player1, Player2)
- return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and
- Player1.TeamColor == Player2.TeamColor)
- end
- if not _G.MUTEX then
- _G.MUTEX = true
- local aimbot = true
- function mt:__index(index)
- local value = mt_index(self, index)
- if not checkcaller() then
- if aimbot then
- local table -- im pretty sure this works like rawget for properties
- for index, value in pairs(_G.indexTable) do
- if self:IsA(index) then
- table = value
- break
- end
- end
- if table then
- table = table[index:lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- return table.Function(self, value)
- end
- end
- end
- end
- end
- end
- return value
- end
- function mt:__namecall(...)
- local args = {
- ...
- }
- local returns = table.pack(mt_namecall(self, unpack(args)))
- if aimbot then
- local table = _G.namecallTable[getnamecallmethod():lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- returns = table.Function(self, returns, args)
- end
- end
- end
- end
- return unpack(returns)
- end
- uis.InputBegan:Connect(
- function(input, gameProcessed)
- if not gameProcessed and _G.bindEnabled then
- if input.KeyCode == _G.bind then
- aimbot = not aimbot
- end
- end
- end
- )
- while wait() do
- pcall(
- function()
- -- because this shit breaks like 24/7
- _G.closestCharacter, closestDistance = nil, math.huge
- for _, currentPlayer in ipairs(game.Players:GetPlayers()) do
- if not table.find(_G.whitelist, currentPlayer.Name) then
- if currentPlayer ~= game.Players.LocalPlayer then
- local character = currentPlayer.Character
- if character then
- local humanoid = character:FindFirstChildWhichIsA("Humanoid")
- if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then
- if
- not _G.friendsListIsWhitelisted or
- (_G.friendsListIsWhitelisted and
- not currentPlayer:IsFriendsWith(player.UserId))
- then
- local vector, onScreen =
- workspace.CurrentCamera:WorldToScreenPoint(
- character[_G.targetPart].Position
- )
- if onScreen then
- local magnitude =
- (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude
- if magnitude < closestDistance then
- if magnitude <= _G.FOV then
- _G.closestCharacter, closestDistance = character, magnitude
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- )
- end
- end
- else
- -- settings, if you want to change some settings just re-execute.
- _G.whitelist = {
- "ItsIofty"
- }
- _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends
- _G.targetPart = "Head"
- _G.bindEnabled = false
- _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot
- _G.FOV = 0
- -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this.
- local RAYCAST_ENABLED = true
- -- -- This is rarely useful, however in some cases you might want it.
- local MOUSE_TARGET_ENABLED = false
- -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position.
- local MOUSE_HIT_ENABLED = false
- -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit.
- local MOUSE_POSITION_ENABLED = false
- -- I'm not sure what you're going to use this for, but it works I guess
- local MOUSE_ORIGIN_ENABLED = false
- _G.indexTable = {
- -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out.
- ["Mouse"] = {
- ["target"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart]
- end,
- Enabled = MOUSE_TARGET_ENABLED
- },
- ["hit"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].CFrame
- end,
- Enabled = MOUSE_HIT_ENABLED
- },
- ["origin"] = {
- Function = function(self, value)
- return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position)
- end,
- Enabled = MOUSE_ORIGIN_ENABLED
- },
- ["x"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().X
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["y"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().Y
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["unitray"] = {
- Function = function(self, value)
- return Ray.new(
- self.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit
- )
- end,
- Enabled = RAYCAST_ENABLED
- }
- },
- ["Humanoid"] = {
- ["targetpoint"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].Position
- end,
- Enabled = MOUSE_HIT_ENABLED
- }
- }
- }
- _G.namecallTable = {
- ["getmouselocation"] = {
- Function = function(self, returns, args)
- local vector =
- workspace.CurrentCamera.WorldToViewportPoint(
- workspace.CurrentCamera,
- _G.closestCharacter[_G.targetPart].Position
- )
- returns[1] = Vector2.new(vector.X, vector.Y)
- return returns
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["findpartonraywithignorelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonray"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not args[2] then
- args[2] = {}
- end
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonraywithwhitelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["raycast"] = {
- Function = function(self, returns, args)
- args[1], args[2] =
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- if not _G.wallbang then
- returns = table.pack(self.Raycast(self, unpack(args)))
- else
- local FilterDescendantsInstances = args[3].FilterDescendantsInstances
- local FilterType = Enum.RaycastFilterType.Whitelist
- local IgnoreWater = args[3].IgnoreWater
- local CollisionGroup = args[3].CollisionGroup
- args[3] =
- RaycastParams.new(
- {
- FilterDescendantsInstances = FilterDescendantsInstances,
- FilterType = FilterType,
- IgnoreWater = IgnoreWater,
- CollisionGroup = CollisionGroup
- }
- )
- returns = table.pack(self.Raycast(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- }
- }
- -- the actual script
- local getnamecallmethod = getnamecallmethod or getnamecall_method
- local newcclosure = newcclosure or hide_me or function(func)
- return func
- end
- local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus
- uis = game:GetService("UserInputService")
- local player = game.Players.LocalPlayer
- mouse = player:GetMouse()
- local mt = getrawmetatable(game)
- local mt_index, mt_namecall = mt.__index, mt.__namecall
- if setreadonly then
- setreadonly(mt, false)
- elseif make_writeable then
- make_writeable(mt, true)
- end
- function IsTeamMate(Player1, Player2)
- return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and
- Player1.TeamColor == Player2.TeamColor)
- end
- if not _G.MUTEX then
- _G.MUTEX = true
- local aimbot = true
- function mt:__index(index)
- local value = mt_index(self, index)
- if not checkcaller() then
- if aimbot then
- local table -- im pretty sure this works like rawget for properties
- for index, value in pairs(_G.indexTable) do
- if self:IsA(index) then
- table = value
- break
- end
- end
- if table then
- table = table[index:lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- return table.Function(self, value)
- end
- end
- end
- end
- end
- end
- return value
- end
- function mt:__namecall(...)
- local args = {
- ...
- }
- local returns = table.pack(mt_namecall(self, unpack(args)))
- if aimbot then
- local table = _G.namecallTable[getnamecallmethod():lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- returns = table.Function(self, returns, args)
- end
- end
- end
- end
- return unpack(returns)
- end
- uis.InputBegan:Connect(
- function(input, gameProcessed)
- if not gameProcessed and _G.bindEnabled then
- if input.KeyCode == _G.bind then
- aimbot = not aimbot
- end
- end
- end
- )
- while wait() do
- pcall(
- function()
- -- because this shit breaks like 24/7
- _G.closestCharacter, closestDistance = nil, math.huge
- for _, currentPlayer in ipairs(game.Players:GetPlayers()) do
- if not table.find(_G.whitelist, currentPlayer.Name) then
- if currentPlayer ~= game.Players.LocalPlayer then
- local character = currentPlayer.Character
- if character then
- local humanoid = character:FindFirstChildWhichIsA("Humanoid")
- if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then
- if
- not _G.friendsListIsWhitelisted or
- (_G.friendsListIsWhitelisted and
- not currentPlayer:IsFriendsWith(player.UserId))
- then
- local vector, onScreen =
- workspace.CurrentCamera:WorldToScreenPoint(
- character[_G.targetPart].Position
- )
- if onScreen then
- local magnitude =
- (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude
- if magnitude < closestDistance then
- if magnitude <= _G.FOV then
- _G.closestCharacter, closestDistance = character, magnitude
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- )
- end
- end
- end
- end)
- HomePage:AddButton("No Recoil", function()
- game.Players.LocalPlayer.Backpack.WalkAnimation.recoil.antirecoil:Destroy()
- end)
- --Self
- SelfPage:AddToggle("Walkspeed", function(State)
- if state == true then
- while wait(1) do
- Speed = 1 -- 1 is pretty much good but you do you :D
- _G.Speed = true -- Toggle Speed
- You = game.Players.LocalPlayer.Name
- UIS = game:GetService("UserInputService")
- while _G.Speed do
- if UIS:IsKeyDown(Enum.KeyCode.W) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.A) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.S) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.D) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0)
- end;
- wait()
- end
- end
- else
- while wait(1) do
- Speed = 1 -- 1 is pretty much good but you do you :D
- _G.Speed = false -- Toggle Speed
- You = game.Players.LocalPlayer.Name
- UIS = game:GetService("UserInputService")
- while _G.Speed do
- if UIS:IsKeyDown(Enum.KeyCode.W) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.A) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.S) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.D) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0)
- end;
- wait()
- end
- end
- end
- end)
- SelfPage:AddButton("Fly", function()
- loadstring(game:HttpGet(('https://pastebin.com/raw/WxmvCLLH'),true))()
- end)
- SelfPage:AddButton("Low Gravity", function()
- local p = game.Players.LocalPlayer.Character.HumanoidRootPart
- local yeah_this_is_yeah = Instance.new("BodyForce")
- yeah_this_is_yeah.Parent = p
- yeah_this_is_yeah.Force = Vector3.new(0, 2000, 0)
- end)
- --Visual
- VisualsPage:AddToggle("Box", function(state)
- ESP:BoxESPToggle(state)
- end)
- VisualsPage:AddToggle("Tracers", function(state)
- ESP:TracersToggle(state)
- end)
- VisualsPage:AddToggle("Names", function(state)
- ESP:NameESPToggle(state)
- end)
- VisualsPage:AddToggle("Teamcheck", function(state)
- ESP:TeamcheckToggle(state)
- end)
- VisualsPage:AddToggle("Chams", function(state)
- if state == true then
- local color = BrickColor.new(255, 0, 50)
- local transparency = 0
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- else
- local color = BrickColor.new(255, 0, 50)
- local transparency = 1
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- end
- end)
- VisualsPage:AddLabel("Player")
- VisualsPage:AddToggle("Gun Chams", function(state)
- if state == true then
- for i,v in pairs(workspace:GetDescendants()) do
- if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then
- v.Material = "ForceField"
- end
- end
- for i,v in pairs(game:GetDescendants()) do
- if v:IsA("Light") or v:IsA("ParticleEmitter") or v:IsA("Trail") then
- v:Destroy()
- end
- end
- else
- for i,v in pairs(workspace:GetDescendants()) do
- if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then
- v.Material = "SmoothPlastic"
- end
- end
- end
- end)
- circle = Drawing.new("Circle")
- VisualsPage:AddToggle("View FOV", function(state)
- if state == true then
- circle = Drawing.new("Circle")
- circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 1.5
- circle.NumSides = 100
- circle.Radius = FOVAmount
- circle.Visible = true
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi=game:GetService('GuiService'):GetGuiInset();
- RunService.Heartbeat:Connect(function()
- circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y)
- end)
- else
- circle = Drawing.new("Circle")
- circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 0
- circle.NumSides = 100
- circle.Radius = 0
- circle.Visible = false
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi=game:GetService('GuiService'):GetGuiInset();
- RunService.Heartbeat:Connect(function()
- circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y)
- end)
- end
- end)
- VisualsPage:AddLabel("Map")
- VisualsPage:AddButton("Fullbright", function()
- if not _G.FullBrightExecuted then
- _G.FullBrightEnabled = false
- _G.NormalLightingSettings = {
- Brightness = game:GetService("Lighting").Brightness,
- ClockTime = game:GetService("Lighting").ClockTime,
- FogEnd = game:GetService("Lighting").FogEnd,
- GlobalShadows = game:GetService("Lighting").GlobalShadows,
- Ambient = game:GetService("Lighting").Ambient
- }
- game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function()
- if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then
- _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Brightness = 1
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function()
- if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then
- _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").ClockTime = 12
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function()
- if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then
- _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").FogEnd = 786543
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function()
- if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then
- _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").GlobalShadows = false
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function()
- if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then
- _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- end)
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- local LatestValue = true
- spawn(function()
- repeat
- wait()
- until _G.FullBrightEnabled
- while wait() do
- if _G.FullBrightEnabled ~= LatestValue then
- if not _G.FullBrightEnabled then
- game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness
- game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime
- game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd
- game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows
- game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient
- else
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- LatestValue = not LatestValue
- end
- end
- end)
- end
- _G.FullBrightExecuted = true
- _G.FullBrightEnabled = not _G.FullBrightEnabled
- end)
- --Misc
- MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function()
- ShowerLib:OpenClose() -- opens or closes the UI
- end)
- MiscPage:AddButton("Destroy GUI", function()
- ShowerLib:Destroy() -- Kills the GUI
- end)
- end
- if game.PlaceId == 6010982997 then
- Loaded = true
- print("FLUX: Game Death Zone.")
- --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342
- local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))()
- local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")()
- local Window = ShowerLib:CreateWindow("F"); --Clicking this will make it rotate.
- local HomePage = Window:Section("Aim")
- local SelfPage = Window:Section("Self")
- local VisualsPage = Window:Section("Visual")
- local MiscPage = Window:Section("Misc")
- ESP:SetESPColor(Color3.fromRGB(0, 166, 255))
- --Configuration
- --Circle
- local FOVAmount = ""
- --Load settings
- local LightingModuleDeleted = false
- --Configuration
- HomePage:AddSlider("FOV", 100, 400, 10, function(Value)
- FOVAmount = Value -- Value is the value of the slider
- end)
- local SelectedBodyPart = "Random"
- HomePage:AddDrop(
- "Aimed Part",
- {
- "Head",
- "Body",
- "Random"
- },
- function(value)
- SelectedBodyPart = value
- end
- )
- HomePage:AddToggle("Silent Aim", function(state)
- if state == true then
- -- settings, if you want to change some settings just re-execute.
- _G.whitelist = {
- "ItsIofty"
- }
- _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends
- _G.targetPart = SelectedBodyPart
- _G.bindEnabled = false
- _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot
- _G.FOV = FOVAmount
- -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this.
- local RAYCAST_ENABLED = true
- -- -- This is rarely useful, however in some cases you might want it.
- local MOUSE_TARGET_ENABLED = false
- -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position.
- local MOUSE_HIT_ENABLED = false
- -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit.
- local MOUSE_POSITION_ENABLED = false
- -- I'm not sure what you're going to use this for, but it works I guess
- local MOUSE_ORIGIN_ENABLED = false
- _G.indexTable = {
- -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out.
- ["Mouse"] = {
- ["target"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart]
- end,
- Enabled = MOUSE_TARGET_ENABLED
- },
- ["hit"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].CFrame
- end,
- Enabled = MOUSE_HIT_ENABLED
- },
- ["origin"] = {
- Function = function(self, value)
- return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position)
- end,
- Enabled = MOUSE_ORIGIN_ENABLED
- },
- ["x"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().X
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["y"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().Y
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["unitray"] = {
- Function = function(self, value)
- return Ray.new(
- self.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit
- )
- end,
- Enabled = RAYCAST_ENABLED
- }
- },
- ["Humanoid"] = {
- ["targetpoint"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].Position
- end,
- Enabled = MOUSE_HIT_ENABLED
- }
- }
- }
- _G.namecallTable = {
- ["getmouselocation"] = {
- Function = function(self, returns, args)
- local vector =
- workspace.CurrentCamera.WorldToViewportPoint(
- workspace.CurrentCamera,
- _G.closestCharacter[_G.targetPart].Position
- )
- returns[1] = Vector2.new(vector.X, vector.Y)
- return returns
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["findpartonraywithignorelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonray"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not args[2] then
- args[2] = {}
- end
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonraywithwhitelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["raycast"] = {
- Function = function(self, returns, args)
- args[1], args[2] =
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- if not _G.wallbang then
- returns = table.pack(self.Raycast(self, unpack(args)))
- else
- local FilterDescendantsInstances = args[3].FilterDescendantsInstances
- local FilterType = Enum.RaycastFilterType.Whitelist
- local IgnoreWater = args[3].IgnoreWater
- local CollisionGroup = args[3].CollisionGroup
- args[3] =
- RaycastParams.new(
- {
- FilterDescendantsInstances = FilterDescendantsInstances,
- FilterType = FilterType,
- IgnoreWater = IgnoreWater,
- CollisionGroup = CollisionGroup
- }
- )
- returns = table.pack(self.Raycast(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- }
- }
- -- the actual script
- local getnamecallmethod = getnamecallmethod or getnamecall_method
- local newcclosure = newcclosure or hide_me or function(func)
- return func
- end
- local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus
- uis = game:GetService("UserInputService")
- local player = game.Players.LocalPlayer
- mouse = player:GetMouse()
- local mt = getrawmetatable(game)
- local mt_index, mt_namecall = mt.__index, mt.__namecall
- if setreadonly then
- setreadonly(mt, false)
- elseif make_writeable then
- make_writeable(mt, true)
- end
- function IsTeamMate(Player1, Player2)
- return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and
- Player1.TeamColor == Player2.TeamColor)
- end
- if not _G.MUTEX then
- _G.MUTEX = true
- local aimbot = true
- function mt:__index(index)
- local value = mt_index(self, index)
- if not checkcaller() then
- if aimbot then
- local table -- im pretty sure this works like rawget for properties
- for index, value in pairs(_G.indexTable) do
- if self:IsA(index) then
- table = value
- break
- end
- end
- if table then
- table = table[index:lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- return table.Function(self, value)
- end
- end
- end
- end
- end
- end
- return value
- end
- function mt:__namecall(...)
- local args = {
- ...
- }
- local returns = table.pack(mt_namecall(self, unpack(args)))
- if aimbot then
- local table = _G.namecallTable[getnamecallmethod():lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- returns = table.Function(self, returns, args)
- end
- end
- end
- end
- return unpack(returns)
- end
- uis.InputBegan:Connect(
- function(input, gameProcessed)
- if not gameProcessed and _G.bindEnabled then
- if input.KeyCode == _G.bind then
- aimbot = not aimbot
- end
- end
- end
- )
- while wait() do
- pcall(
- function()
- -- because this shit breaks like 24/7
- _G.closestCharacter, closestDistance = nil, math.huge
- for _, currentPlayer in ipairs(game.Players:GetPlayers()) do
- if not table.find(_G.whitelist, currentPlayer.Name) then
- if currentPlayer ~= game.Players.LocalPlayer then
- local character = currentPlayer.Character
- if character then
- local humanoid = character:FindFirstChildWhichIsA("Humanoid")
- if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then
- if
- not _G.friendsListIsWhitelisted or
- (_G.friendsListIsWhitelisted and
- not currentPlayer:IsFriendsWith(player.UserId))
- then
- local vector, onScreen =
- workspace.CurrentCamera:WorldToScreenPoint(
- character[_G.targetPart].Position
- )
- if onScreen then
- local magnitude =
- (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude
- if magnitude < closestDistance then
- if magnitude <= _G.FOV then
- _G.closestCharacter, closestDistance = character, magnitude
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- )
- end
- end
- else
- -- settings, if you want to change some settings just re-execute.
- _G.whitelist = {
- "ItsIofty"
- }
- _G.friendsListIsWhitelisted = true -- change if you don't want to lock onto your friends
- _G.targetPart = "Head"
- _G.bindEnabled = false
- _G.bind = Enum.KeyCode.E -- use the keycode reference: https://developer.roblox.com/en-us/api-reference/enum/KeyCode, this keydisables aimbot
- _G.FOV = 0
- -- This is primarily useful in first person shooters, note, wallbang will not work when you disable this.
- local RAYCAST_ENABLED = true
- -- -- This is rarely useful, however in some cases you might want it.
- local MOUSE_TARGET_ENABLED = false
- -- This is useful for most third person shooters. It will function very well if you're having bugs, switch to mouse position.
- local MOUSE_HIT_ENABLED = false
- -- If you want to spoof the mouse's x and y coordinated on the screen. usually if it's a 3rd person shooter it will use this or mouse hit.
- local MOUSE_POSITION_ENABLED = false
- -- I'm not sure what you're going to use this for, but it works I guess
- local MOUSE_ORIGIN_ENABLED = false
- _G.indexTable = {
- -- mainly for scripters, but basically these are mouse properties that you might want to enable/disable if it's bugging out.
- ["Mouse"] = {
- ["target"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart]
- end,
- Enabled = MOUSE_TARGET_ENABLED
- },
- ["hit"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].CFrame
- end,
- Enabled = MOUSE_HIT_ENABLED
- },
- ["origin"] = {
- Function = function(self, value)
- return CFrame.new(value.Position, _G.closestCharacter[_G.targetPart].Position)
- end,
- Enabled = MOUSE_ORIGIN_ENABLED
- },
- ["x"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().X
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["y"] = {
- Function = function(self, value)
- return uis:GetMouseLocation().Y
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["unitray"] = {
- Function = function(self, value)
- return Ray.new(
- self.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position - self.Origin.Position).Unit
- )
- end,
- Enabled = RAYCAST_ENABLED
- }
- },
- ["Humanoid"] = {
- ["targetpoint"] = {
- Function = function(self, value)
- return _G.closestCharacter[_G.targetPart].Position
- end,
- Enabled = MOUSE_HIT_ENABLED
- }
- }
- }
- _G.namecallTable = {
- ["getmouselocation"] = {
- Function = function(self, returns, args)
- local vector =
- workspace.CurrentCamera.WorldToViewportPoint(
- workspace.CurrentCamera,
- _G.closestCharacter[_G.targetPart].Position
- )
- returns[1] = Vector2.new(vector.X, vector.Y)
- return returns
- end,
- Enabled = MOUSE_POSITION_ENABLED
- },
- ["findpartonraywithignorelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonray"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not args[2] then
- args[2] = {}
- end
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- args[2] = {}
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["findpartonraywithwhitelist"] = {
- Function = function(self, returns, args)
- args[1] =
- Ray.new(
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- )
- if not _G.wallbang then
- returns = table.pack(self.FindPartOnRayWithIgnoreList(self, unpack(args)))
- else
- for _, player in ipairs(game.Players:GetPlayers()) do
- if player.Character then
- table.insert(args[2], player.Character)
- end
- end
- returns = table.pack(self.FindPartOnRayWithWhitelist(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- },
- ["raycast"] = {
- Function = function(self, returns, args)
- args[1], args[2] =
- mouse.Origin.Position,
- (_G.closestCharacter[_G.targetPart].Position +
- Vector3.new(
- 0,
- (mouse.Origin.Position - _G.closestCharacter[_G.targetPart].Position).Magnitude / 500,
- 0
- ) -
- mouse.Origin.Position).unit * 500
- if not _G.wallbang then
- returns = table.pack(self.Raycast(self, unpack(args)))
- else
- local FilterDescendantsInstances = args[3].FilterDescendantsInstances
- local FilterType = Enum.RaycastFilterType.Whitelist
- local IgnoreWater = args[3].IgnoreWater
- local CollisionGroup = args[3].CollisionGroup
- args[3] =
- RaycastParams.new(
- {
- FilterDescendantsInstances = FilterDescendantsInstances,
- FilterType = FilterType,
- IgnoreWater = IgnoreWater,
- CollisionGroup = CollisionGroup
- }
- )
- returns = table.pack(self.Raycast(self, unpack(args)))
- end
- return returns
- end,
- Enabled = RAYCAST_ENABLED
- }
- }
- -- the actual script
- local getnamecallmethod = getnamecallmethod or getnamecall_method
- local newcclosure = newcclosure or hide_me or function(func)
- return func
- end
- local checkcaller = checkcaller or is_protosmasher_caller or Cer.isCerus
- uis = game:GetService("UserInputService")
- local player = game.Players.LocalPlayer
- mouse = player:GetMouse()
- local mt = getrawmetatable(game)
- local mt_index, mt_namecall = mt.__index, mt.__namecall
- if setreadonly then
- setreadonly(mt, false)
- elseif make_writeable then
- make_writeable(mt, true)
- end
- function IsTeamMate(Player1, Player2)
- return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and
- Player1.TeamColor == Player2.TeamColor)
- end
- if not _G.MUTEX then
- _G.MUTEX = true
- local aimbot = true
- function mt:__index(index)
- local value = mt_index(self, index)
- if not checkcaller() then
- if aimbot then
- local table -- im pretty sure this works like rawget for properties
- for index, value in pairs(_G.indexTable) do
- if self:IsA(index) then
- table = value
- break
- end
- end
- if table then
- table = table[index:lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- return table.Function(self, value)
- end
- end
- end
- end
- end
- end
- return value
- end
- function mt:__namecall(...)
- local args = {
- ...
- }
- local returns = table.pack(mt_namecall(self, unpack(args)))
- if aimbot then
- local table = _G.namecallTable[getnamecallmethod():lower()]
- if table then
- if table.Enabled then
- if _G.closestCharacter then
- returns = table.Function(self, returns, args)
- end
- end
- end
- end
- return unpack(returns)
- end
- uis.InputBegan:Connect(
- function(input, gameProcessed)
- if not gameProcessed and _G.bindEnabled then
- if input.KeyCode == _G.bind then
- aimbot = not aimbot
- end
- end
- end
- )
- while wait() do
- pcall(
- function()
- -- because this shit breaks like 24/7
- _G.closestCharacter, closestDistance = nil, math.huge
- for _, currentPlayer in ipairs(game.Players:GetPlayers()) do
- if not table.find(_G.whitelist, currentPlayer.Name) then
- if currentPlayer ~= game.Players.LocalPlayer then
- local character = currentPlayer.Character
- if character then
- local humanoid = character:FindFirstChildWhichIsA("Humanoid")
- if humanoid and humanoid.Health > 0 and not IsTeamMate(player, currentPlayer) then
- if
- not _G.friendsListIsWhitelisted or
- (_G.friendsListIsWhitelisted and
- not currentPlayer:IsFriendsWith(player.UserId))
- then
- local vector, onScreen =
- workspace.CurrentCamera:WorldToScreenPoint(
- character[_G.targetPart].Position
- )
- if onScreen then
- local magnitude =
- (Vector2.new(mouse.X, mouse.Y) - Vector2.new(vector.X, vector.Y)).magnitude
- if magnitude < closestDistance then
- if magnitude <= _G.FOV then
- _G.closestCharacter, closestDistance = character, magnitude
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- )
- end
- end
- end
- end)
- HomePage:AddButton("No Recoil", function()
- game.Players.LocalPlayer.Backpack.WalkAnimation.recoil.antirecoil:Destroy()
- end)
- --Self
- SelfPage:AddToggle("Walkspeed", function(State)
- if state == true then
- while wait(1) do
- Speed = 1 -- 1 is pretty much good but you do you :D
- _G.Speed = true -- Toggle Speed
- You = game.Players.LocalPlayer.Name
- UIS = game:GetService("UserInputService")
- while _G.Speed do
- if UIS:IsKeyDown(Enum.KeyCode.W) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.A) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.S) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.D) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0)
- end;
- wait()
- end
- end
- else
- while wait(1) do
- Speed = 1 -- 1 is pretty much good but you do you :D
- _G.Speed = false -- Toggle Speed
- You = game.Players.LocalPlayer.Name
- UIS = game:GetService("UserInputService")
- while _G.Speed do
- if UIS:IsKeyDown(Enum.KeyCode.W) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,-Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.A) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(-Speed,0,0)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.S) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(0,0,Speed)
- end;
- if UIS:IsKeyDown(Enum.KeyCode.D) then
- game:GetService("Workspace")[You].HumanoidRootPart.CFrame = game:GetService("Workspace")[You].HumanoidRootPart.CFrame * CFrame.new(Speed,0,0)
- end;
- wait()
- end
- end
- end
- end)
- SelfPage:AddButton("Fly", function()
- loadstring(game:HttpGet(('https://pastebin.com/raw/WxmvCLLH'),true))()
- end)
- SelfPage:AddButton("Low Gravity", function()
- local p = game.Players.LocalPlayer.Character.HumanoidRootPart
- local yeah_this_is_yeah = Instance.new("BodyForce")
- yeah_this_is_yeah.Parent = p
- yeah_this_is_yeah.Force = Vector3.new(0, 2000, 0)
- end)
- --Visual
- VisualsPage:AddToggle("Box", function(state)
- ESP:BoxESPToggle(state)
- end)
- VisualsPage:AddToggle("Tracers", function(state)
- ESP:TracersToggle(state)
- end)
- VisualsPage:AddToggle("Names", function(state)
- ESP:NameESPToggle(state)
- end)
- VisualsPage:AddToggle("Teamcheck", function(state)
- ESP:TeamcheckToggle(state)
- end)
- VisualsPage:AddToggle("Chams", function(state)
- if state == true then
- local color = BrickColor.new(255, 0, 50)
- local transparency = 0
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- else
- local color = BrickColor.new(255, 0, 50)
- local transparency = 1
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- end
- end)
- VisualsPage:AddLabel("Player")
- VisualsPage:AddToggle("Gun Chams", function(state)
- if state == true then
- for i,v in pairs(workspace:GetDescendants()) do
- if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then
- v.Material = "ForceField"
- end
- end
- for i,v in pairs(game:GetDescendants()) do
- if v:IsA("Light") or v:IsA("ParticleEmitter") or v:IsA("Trail") then
- v:Destroy()
- end
- end
- else
- for i,v in pairs(workspace:GetDescendants()) do
- if v:IsA("LeftHand") or v:IsA("RightHand") or v:IsA("MeshPart") then
- v.Material = "SmoothPlastic"
- end
- end
- end
- end)
- circle = Drawing.new("Circle")
- VisualsPage:AddToggle("View FOV", function(state)
- if state == true then
- circle = Drawing.new("Circle")
- circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 1.5
- circle.NumSides = 100
- circle.Radius = FOVAmount
- circle.Visible = true
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi=game:GetService('GuiService'):GetGuiInset();
- RunService.Heartbeat:Connect(function()
- circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y)
- end)
- else
- circle = Drawing.new("Circle")
- circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 0
- circle.NumSides = 100
- circle.Radius = 0
- circle.Visible = false
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi=game:GetService('GuiService'):GetGuiInset();
- RunService.Heartbeat:Connect(function()
- circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y)
- end)
- end
- end)
- VisualsPage:AddLabel("Map")
- VisualsPage:AddButton("Fullbright", function()
- if not _G.FullBrightExecuted then
- _G.FullBrightEnabled = false
- _G.NormalLightingSettings = {
- Brightness = game:GetService("Lighting").Brightness,
- ClockTime = game:GetService("Lighting").ClockTime,
- FogEnd = game:GetService("Lighting").FogEnd,
- GlobalShadows = game:GetService("Lighting").GlobalShadows,
- Ambient = game:GetService("Lighting").Ambient
- }
- game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function()
- if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then
- _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Brightness = 1
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function()
- if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then
- _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").ClockTime = 12
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function()
- if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then
- _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").FogEnd = 786543
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function()
- if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then
- _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").GlobalShadows = false
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function()
- if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then
- _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- end)
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- local LatestValue = true
- spawn(function()
- repeat
- wait()
- until _G.FullBrightEnabled
- while wait() do
- if _G.FullBrightEnabled ~= LatestValue then
- if not _G.FullBrightEnabled then
- game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness
- game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime
- game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd
- game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows
- game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient
- else
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- LatestValue = not LatestValue
- end
- end
- end)
- end
- _G.FullBrightExecuted = true
- _G.FullBrightEnabled = not _G.FullBrightEnabled
- end)
- --Misc
- MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function()
- ShowerLib:OpenClose() -- opens or closes the UI
- end)
- MiscPage:AddButton("Destroy GUI", function()
- ShowerLib:Destroy() -- Kills the GUI
- end)
- end
- --seperator new game
- if game.PlaceId == 2512643572 then -- Bubble gum simulator
- --Func
- local cccc = require(game:GetService("ReplicatedStorage").Assets.Modules.EggService)
- repeat
- wait()
- cccc = require(game:GetService("ReplicatedStorage").Assets.Modules.EggService)
- until cccc ~= nil
- local hat1 = cccc.HatchEgg
- local hat3 = cccc.MultiHatchEgg
- Loaded = true
- --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342
- local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))()
- local ESP =
- loadstring(game:HttpGet "https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")(
- )
- local Window = ShowerLib:CreateWindow("F") --Clicking this will make it rotate.
- local HomePage = Window:Section("Auto-Farm")
- local SelfPage = Window:Section("Self")
- local VisualsPage = Window:Section("Visual")
- local MiscPage = Window:Section("Misc")
- ESP:SetESPColor(Color3.fromRGB(0, 166, 255))
- --Configuration
- local EggName = ""
- --Circle
- local FOVAmount = ""
- --Configuration
- HomePage:AddDrop(
- "Egg Name",
- {
- "Common Egg",
- "Nightmare Egg",
- "Jelly Egg",
- "Dominus Egg",
- "Water Egg",
- "Coral Egg",
- "Ancient Egg",
- "Colorful Egg",
- "Fancy Egg",
- "Sparkly Egg",
- "Holly Egg",
- "Gingerbread Egg",
- "Blizzard Egg",
- "Christmasy Egg",
- "2020 Egg",
- "1B Egg"
- },
- function(value)
- EggName = value
- end
- )
- HomePage:AddToggle(
- "Enabled",
- function(state)
- if state == true then
- _G.OpAutoFarm = true
- while wait() and _G.OpAutoFarm do
- local args = {
- [1] = "PurchaseEgg",
- [2] = EggName,
- [3] = "Multi"
- }
- game:GetService("ReplicatedStorage").NetworkRemoteEvent:FireServer(unpack(args))
- local args = {
- [1] = "BlowBubble"
- }
- game:GetService("ReplicatedStorage").NetworkRemoteEvent:FireServer(unpack(args))
- end
- else
- _G.OpAutoFarm = false
- while wait() and _G.OpAutoFarm do
- local args = {
- [1] = "PurchaseEgg",
- [2] = EggName,
- [3] = "Multi"
- }
- game:GetService("ReplicatedStorage").NetworkRemoteEvent:FireServer(unpack(args))
- local args = {
- [1] = "BlowBubble"
- }
- game:GetService("ReplicatedStorage").NetworkRemoteEvent:FireServer(unpack(args))
- end
- end
- end
- )
- HomePage:AddToggle(
- "Skip Animation",
- function(state)
- cccc.HatchEgg = (state == true and function()end or hat1)
- cccc.MultiHatchEgg = (state == true and function()end or hat3)
- end
- )
- HomePage:AddButton(
- "Anti-Afk",
- function()
- local VirtualUser = game:service "VirtualUser"
- game:service "Players".LocalPlayer.Idled:connect(
- function()
- VirtualUser:CaptureController()
- VirtualUser:ClickButton2(Vector2.new())
- end
- )
- end
- )
- --Self
- SelfPage:AddSlider(
- "Walkspeed",
- 16,
- 180,
- 10,
- function(Value)
- game:GetService("Players").LocalPlayer.Character.Humanoid.WalkSpeed = Value -- Value is the value of the slider
- end
- )
- SelfPage:AddButton(
- "Fly",
- function()
- loadstring(game:HttpGet(("https://pastebin.com/raw/WxmvCLLH"), true))()
- end
- )
- --Visual
- VisualsPage:AddToggle(
- "Box",
- function(state)
- ESP:BoxESPToggle(state)
- end
- )
- VisualsPage:AddToggle(
- "Tracers",
- function(state)
- ESP:TracersToggle(state)
- end
- )
- VisualsPage:AddToggle(
- "Names",
- function(state)
- ESP:NameESPToggle(state)
- end
- )
- VisualsPage:AddToggle(
- "Teamcheck",
- function(state)
- ESP:TeamcheckToggle(state)
- end
- )
- VisualsPage:AddToggle(
- "Chams",
- function(state)
- if state == true then
- local color = BrickColor.new(255, 0, 50)
- local transparency = 0
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat
- wait()
- until c.PrimaryPart ~= nil
- for i, p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then
- p.shit:Destroy()
- end
- local a = Instance.new("BoxHandleAdornment", p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i, v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(
- function(chr)
- _ESP(chr)
- end
- )
- end
- end
- Players.PlayerAdded:Connect(
- function(player)
- player.CharacterAdded:Connect(
- function(chr)
- _ESP(chr)
- end
- )
- end
- )
- end
- ESP()
- else
- local color = BrickColor.new(255, 0, 50)
- local transparency = 1
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat
- wait()
- until c.PrimaryPart ~= nil
- for i, p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then
- p.shit:Destroy()
- end
- local a = Instance.new("BoxHandleAdornment", p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i, v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(
- function(chr)
- _ESP(chr)
- end
- )
- end
- end
- Players.PlayerAdded:Connect(
- function(player)
- player.CharacterAdded:Connect(
- function(chr)
- _ESP(chr)
- end
- )
- end
- )
- end
- ESP()
- end
- end
- )
- VisualsPage:AddSlider(
- "Radius",
- 100,
- 400,
- 10,
- function(Value)
- FOVAmount = Value -- Value is the value of the slider
- end
- )
- circle = Drawing.new("Circle")
- VisualsPage:AddToggle(
- "View FOV",
- function(state)
- if state == true then
- circle = Drawing.new("Circle")
- circle.Position =
- Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 1.5
- circle.NumSides = 100
- circle.Radius = FOVAmount
- circle.Visible = true
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi = game:GetService("GuiService"):GetGuiInset()
- RunService.Heartbeat:Connect(
- function()
- circle.Position = Vector2.new(mouse.X, mouse.Y + gi.Y)
- end
- )
- else
- circle = Drawing.new("Circle")
- circle.Position =
- Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 0
- circle.NumSides = 12
- circle.Radius = 0
- circle.Visible = false
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi = game:GetService("GuiService"):GetGuiInset()
- RunService.Heartbeat:Connect(
- function()
- circle.Position = Vector2.new(mouse.X, mouse.Y + gi.Y)
- end
- )
- end
- end
- )
- VisualsPage:AddLabel("Map")
- VisualsPage:AddButton(
- "Fullbright",
- function()
- if not _G.FullBrightExecuted then
- _G.FullBrightEnabled = false
- _G.NormalLightingSettings = {
- Brightness = game:GetService("Lighting").Brightness,
- ClockTime = game:GetService("Lighting").ClockTime,
- FogEnd = game:GetService("Lighting").FogEnd,
- GlobalShadows = game:GetService("Lighting").GlobalShadows,
- Ambient = game:GetService("Lighting").Ambient
- }
- game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(
- function()
- if
- game:GetService("Lighting").Brightness ~= 1 and
- game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness
- then
- _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Brightness = 1
- end
- end
- )
- game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(
- function()
- if
- game:GetService("Lighting").ClockTime ~= 12 and
- game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime
- then
- _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").ClockTime = 12
- end
- end
- )
- game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(
- function()
- if
- game:GetService("Lighting").FogEnd ~= 786543 and
- game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd
- then
- _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").FogEnd = 786543
- end
- end
- )
- game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(
- function()
- if
- game:GetService("Lighting").GlobalShadows ~= false and
- game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows
- then
- _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").GlobalShadows = false
- end
- end
- )
- game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(
- function()
- if
- game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and
- game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient
- then
- _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- end
- )
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- local LatestValue = true
- spawn(
- function()
- repeat
- wait()
- until _G.FullBrightEnabled
- while wait() do
- if _G.FullBrightEnabled ~= LatestValue then
- if not _G.FullBrightEnabled then
- game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness
- game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime
- game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd
- game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows
- game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient
- else
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- LatestValue = not LatestValue
- end
- end
- end
- )
- end
- _G.FullBrightExecuted = true
- _G.FullBrightEnabled = not _G.FullBrightEnabled
- end
- )
- --Misc
- MiscPage:AddBind(
- "Toggle GUI",
- Enum.KeyCode.F8,
- function()
- ShowerLib:OpenClose() -- opens or closes the UI
- end
- )
- MiscPage:AddButton(
- "Destroy GUI",
- function()
- ShowerLib:Destroy() -- Kills the GUI
- end
- )
- end
- if game.PlaceId == 286090429 then --Arsenal
- Loaded = true
- --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342
- local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))()
- local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")()
- local Window = ShowerLib:CreateWindow("B"); --Clicking this will make it rotate.
- local HomePage = Window:Section("Aim")
- local SelfPage = Window:Section("Self")
- local VisualsPage = Window:Section("Visual")
- local MiscPage = Window:Section("Misc")
- ESP:SetESPColor(Color3.fromRGB(0, 166, 255))
- --Configuration
- local EggName = ""
- --Circle
- local FOVAmount = ""
- local CSides = ""
- --Configuration
- HomePage:AddToggle("Kill All [E]", function(State)
- loadstring(game:HttpGet("https://raw.githubusercontent.com/prestigedwinning/arsenalcool/main/ewf", State))()
- end)
- HomePage:AddToggle("Anti-Aim", function(State)
- game.RunService.Stepped:Connect(function()
- Game:GetService("ReplicatedStorage").Events.ControlTurn:FireServer(math.random(-1000,1000))
- end)
- end)
- HomePage:AddButton("Rapid fire", function()
- --// Don't bully i made this thing 1.2 years ago
- local Functions = {}
- for i,v in pairs(getreg()) do
- if type(v) == "function" then
- for i2,v2 in pairs(getfenv(v)) do
- if type(v2) == "function" then
- Functions[tostring(i2)] = v2
- end
- end
- end
- end
- function GetLocalWeapon()
- return getfenv(Functions.usethatgun).gun
- end
- game:GetService("RunService"):BindToRenderStep("gunmodsarecool", 1, function()
- getfenv(Functions.usethatgun).currentspread = 0 -- NoSpread
- getfenv(Functions.usethatgun).recoil = 0 -- NoRecoil
- if GetLocalWeapon() ~= "none" and GetLocalWeapon():FindFirstChild("Ammo") then -- Inf Ammo
- debug.setupvalue(Functions["updateInventory"], 3, GetLocalWeapon():FindFirstChild("Ammo").Value)
- end
- if game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:FindFirstChild("Spawned") and game:GetService("UserInputService"):IsMouseButtonPressed(Enum.UserInputType.MouseButton1) then -- RapidFire
- if game.Players.LocalPlayer.Character:FindFirstChild("Humanoid").Health ~= 0 and game.Players.LocalPlayer.Character:FindFirstChild("Spawned") then
- pcall(function()
- Functions.firebullet(true)
- end)
- end
- end
- end)
- end)
- --Self
- SelfPage:AddSlider("Walkspeed", 16, 200, 10, function(Value)
- game:GetService("Players").LocalPlayer.Character:WaitForChild("Humanoid"):GetPropertyChangedSignal("WalkSpeed"):Connect(function()
- setpropvalue(game:GetService("Players").LocalPlayer.Character:WaitForChild("Humanoid"), "WalkSpeed", Value)
- end)
- end)
- SelfPage:AddSlider("Jumpheight", 20, 200, 10, function(Value)
- game:GetService("Players").LocalPlayer.Character:WaitForChild("Humanoid"):GetPropertyChangedSignal("JumpPower"):Connect(function()
- setpropvalue(game:GetService("Players").LocalPlayer.Character:WaitForChild("Humanoid"), "JumpPower", Value)
- end)
- end)
- --Visual
- VisualsPage:AddToggle("Box", function(state)
- ESP:BoxESPToggle(state)
- end)
- VisualsPage:AddToggle("Tracers", function(state)
- ESP:TracersToggle(state)
- end)
- VisualsPage:AddToggle("Names", function(state)
- ESP:NameESPToggle(state)
- end)
- VisualsPage:AddToggle("Teamcheck", function(state)
- ESP:TeamcheckToggle(state)
- end)
- VisualsPage:AddToggle("Chams", function(state)
- if state == true then
- local color = BrickColor.new(255, 0, 50)
- local transparency = 0
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- else
- local color = BrickColor.new(255, 0, 50)
- local transparency = 1
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- end
- end)
- VisualsPage:AddSlider("Radius", 100, 400, 10, function(Value)
- FOVAmount = Value -- Value is the value of the slider
- end)
- VisualsPage:AddSlider("Sides", 12, 100, 3, function(Value)
- CSides = Value -- Value is the value of the slider
- end)
- circle = Drawing.new("Circle")
- VisualsPage:AddToggle("View FOV", function(state)
- if state == true then
- circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 1.5
- circle.NumSides = 100
- circle.Radius = FOVAmount
- circle.Visible = true
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi=game:GetService('GuiService'):GetGuiInset();
- RunService.Heartbeat:Connect(function()
- circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y)
- end)
- else
- circle.Destroy()
- end
- end)
- VisualsPage:AddLabel("Map")
- VisualsPage:AddButton("Fullbright", function()
- if not _G.FullBrightExecuted then
- _G.FullBrightEnabled = false
- _G.NormalLightingSettings = {
- Brightness = game:GetService("Lighting").Brightness,
- ClockTime = game:GetService("Lighting").ClockTime,
- FogEnd = game:GetService("Lighting").FogEnd,
- GlobalShadows = game:GetService("Lighting").GlobalShadows,
- Ambient = game:GetService("Lighting").Ambient
- }
- game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function()
- if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then
- _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Brightness = 1
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function()
- if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then
- _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").ClockTime = 12
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function()
- if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then
- _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").FogEnd = 786543
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function()
- if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then
- _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").GlobalShadows = false
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function()
- if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then
- _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- end)
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- local LatestValue = true
- spawn(function()
- repeat
- wait()
- until _G.FullBrightEnabled
- while wait() do
- if _G.FullBrightEnabled ~= LatestValue then
- if not _G.FullBrightEnabled then
- game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness
- game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime
- game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd
- game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows
- game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient
- else
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- LatestValue = not LatestValue
- end
- end
- end)
- end
- _G.FullBrightExecuted = true
- _G.FullBrightEnabled = not _G.FullBrightEnabled
- end)
- VisualsPage:AddButton("Rainbow Gun", function()
- local c = 1
- function zigzag(X)
- return math.acos(math.cos(X * math.pi)) / math.pi
- end
- game:GetService("RunService").RenderStepped:Connect(function()
- if game.Workspace.Camera:FindFirstChild('Arms') then
- for i,v in pairs(game.Workspace.Camera.Arms:GetDescendants()) do
- if v.ClassName == 'MeshPart' then
- v.Color = Color3.fromHSV(zigzag(c),1,1)
- c = c + .0001
- end
- end
- end
- end)
- end)
- --Misc
- MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function()
- ShowerLib:OpenClose() -- opens or closes the UI
- end)
- MiscPage:AddButton("Destroy GUI", function()
- ShowerLib:Destroy() -- Kills the GUI
- end)
- end
- if game.PlaceId == 5081773298 then
- Loaded = true
- --Made by : https://v3rmillion.net/member.php?action=profile&uid=1591342
- local ShowerLib = loadstring(game:HttpGet("https://fluxteam.xyz/scripts/others/ShowerHeadLibrary.lua"))()
- local ESP = loadstring(game:HttpGet"https://raw.githubusercontent.com/dawid-scripts/Helios-Hub/main/Scripts/HeliosESP.lua")()
- local Window = ShowerLib:CreateWindow("F"); --Clicking this will make it rotate.
- local HomePage = Window:Section("Auto-Farm")
- local SelfPage = Window:Section("Self")
- local VisualsPage = Window:Section("Visual")
- local MiscPage = Window:Section("Misc")
- ESP:SetESPColor(Color3.fromRGB(0, 166, 255))
- --Configuration
- local EggName = ""
- --Circle
- local FOVAmount = ""
- local CSides = ""
- --Configuration
- HomePage:AddToggle("Silent Aim", function(State)
- if State == true then
- local Players = game:GetService("Players")
- local LocalPlayer = Players.LocalPlayer
- local Mouse = LocalPlayer:GetMouse()
- local Network = require(LocalPlayer.PlayerScripts.GunFramework.InternalModules.network)
- function GetPlayer()
- local MaxDist, Player = math.huge
- for I,V in pairs(Players:GetPlayers()) do
- if V == LocalPlayer then continue end
- if V.Team == LocalPlayer then continue end
- if not V.Character then continue end
- local Head = V.Character:FindFirstChild("Head")
- if not Head then continue end
- local Pos, Vis = workspace.CurrentCamera:WorldToScreenPoint(Head.Position)
- if not Vis then continue end
- local MyPos, TheirPos = Vector2.new(Mouse.X, Mouse.Y), Vector2.new(Pos.X, Pos.Y)
- local Dist = (TheirPos - MyPos).Magnitude
- if Dist < MaxDist then
- MaxDist = Dist
- Player = V
- end
- end
- return Player
- end
- Old = hookfunction(Network.send, function(self, ...)
- local Args = {...}
- if Args[1] == "bullet" then
- local P = GetPlayer()
- if P and P.Character and P.Character:FindFirstChild("Head") then
- Args[2] = P.Character
- Args[3] = P.Character.Head
- Args[4] = P.Character.Head.Position
- return Old(self, unpack(Args))
- end
- end
- return Old(self, ...)
- end)
- for I,V in pairs(game:GetService("ReplicatedStorage").GunModules:GetChildren()) do
- pcall(function()
- local a = require(V)
- a.ReloadTime = 0
- a.ClipSize = math.huge
- a.FireRate = 0
- a.Automatic = true
- end)
- end
- hookfunction(require(LocalPlayer.PlayerScripts.GunFramework.Recoil).ShootRecoil, function() end)
- local F = getconnections(game:GetService("LogService").MessageOut)[2].Function
- debug.setupvalue(F, 1, {})
- hookfunction(F, function() end)
- else
- local Players = game:GetService("Players")
- local LocalPlayer = Players.LocalPlayer
- local Mouse = LocalPlayer:GetMouse()
- local Network = require(LocalPlayer.PlayerScripts.GunFramework.InternalModules.network)
- function GetPlayer()
- local MaxDist, Player = math.huge
- for I,V in pairs(Players:GetPlayers()) do
- if V == LocalPlayer then continue end
- if V.Team == LocalPlayer then continue end
- if not V.Character then continue end
- local Head = V.Character:FindFirstChild("Head")
- if not Head then continue end
- local Pos, Vis = workspace.CurrentCamera:WorldToScreenPoint(Head.Position)
- if not Vis then continue end
- local MyPos, TheirPos = Vector2.new(Mouse.X, Mouse.Y), Vector2.new(Pos.X, Pos.Y)
- local Dist = (TheirPos - MyPos).Magnitude
- if Dist < MaxDist then
- MaxDist = Dist
- Player = V
- end
- end
- return Player
- end
- Old = hookfunction(Network.send, function(self, ...)
- local Args = {...}
- if Args[1] == "bullet" then
- local P = GetPlayer()
- if P and P.Character and P.Character:FindFirstChild("Head") then
- Args[2] = P.Character
- Args[3] = P.Character.Head
- Args[4] = P.Character.Head.Position
- return Old(self, unpack(Args))
- end
- end
- return Old(self, ...)
- end)
- for I,V in pairs(game:GetService("ReplicatedStorage").GunModules:GetChildren()) do
- pcall(function()
- local a = require(V)
- a.ReloadTime = 0
- a.ClipSize = math.huge
- a.FireRate = 0
- a.Automatic = true
- end)
- end
- hookfunction(require(LocalPlayer.PlayerScripts.GunFramework.Recoil).ShootRecoil, function() end)
- local F = getconnections(game:GetService("LogService").MessageOut)[2].Function
- debug.setupvalue(F, 1, {})
- hookfunction(F, function() end)
- end
- end)
- --Self
- SelfPage:AddSlider("Walkspeed", 16, 180, 10, function(Value)
- game:GetService("Players").LocalPlayer.Character.Humanoid.WalkSpeed = Value -- Value is the value of the slider
- end)
- SelfPage:AddButton("Fly", function()
- loadstring(game:HttpGet(('https://pastebin.com/raw/WxmvCLLH'),true))()
- end)
- --Visual
- VisualsPage:AddToggle("Box", function(state)
- ESP:BoxESPToggle(state)
- end)
- VisualsPage:AddToggle("Tracers", function(state)
- ESP:TracersToggle(state)
- end)
- VisualsPage:AddToggle("Names", function(state)
- ESP:NameESPToggle(state)
- end)
- VisualsPage:AddToggle("Teamcheck", function(state)
- ESP:TeamcheckToggle(state)
- end)
- VisualsPage:AddToggle("Chams", function(state)
- if state == true then
- local color = BrickColor.new(255, 0, 50)
- local transparency = 0
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- else
- local color = BrickColor.new(255, 0, 50)
- local transparency = 1
- local Players = game:GetService("Players")
- local function _ESP(c)
- repeat wait() until c.PrimaryPart ~= nil
- for i,p in pairs(c:GetChildren()) do
- if p.ClassName == "Part" or p.ClassName == "MeshPart" then
- if p:FindFirstChild("4329138913") then p.shit:Destroy() end
- local a = Instance.new("BoxHandleAdornment",p)
- a.Name = "4329138913"
- a.Size = p.Size
- a.Color = color
- a.Transparency = transparency
- a.AlwaysOnTop = true
- a.Visible = true
- a.Adornee = p
- a.ZIndex = true
- end
- end
- end
- local function ESP()
- for i,v in pairs(Players:GetChildren()) do
- if v ~= game.Players.LocalPlayer then
- if v.Character then
- _ESP(v.Character)
- end
- v.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end
- end
- Players.PlayerAdded:Connect(function(player)
- player.CharacterAdded:Connect(function(chr)
- _ESP(chr)
- end)
- end)
- end
- ESP()
- end
- end)
- VisualsPage:AddSlider("Radius", 100, 400, 10, function(Value)
- FOVAmount = Value -- Value is the value of the slider
- end)
- circle = Drawing.new("Circle")
- VisualsPage:AddToggle("View FOV", function(state)
- if state == true then
- circle.Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2)
- circle.Color = Color3.fromRGB(143, 59, 87)
- circle.Thickness = 1.5
- circle.NumSides = 100
- circle.Radius = FOVAmount
- circle.Visible = true
- circle.Filled = false
- local RunService = game:GetService("RunService")
- local player = game.Players.LocalPlayer
- local mouse = player:GetMouse()
- local gi=game:GetService('GuiService'):GetGuiInset();
- RunService.Heartbeat:Connect(function()
- circle.Position = Vector2.new(mouse.X, mouse.Y+gi.Y)
- end)
- else
- circle.Destroy()
- end
- end)
- VisualsPage:AddLabel("Map")
- VisualsPage:AddButton("Fullbright", function()
- if not _G.FullBrightExecuted then
- _G.FullBrightEnabled = false
- _G.NormalLightingSettings = {
- Brightness = game:GetService("Lighting").Brightness,
- ClockTime = game:GetService("Lighting").ClockTime,
- FogEnd = game:GetService("Lighting").FogEnd,
- GlobalShadows = game:GetService("Lighting").GlobalShadows,
- Ambient = game:GetService("Lighting").Ambient
- }
- game:GetService("Lighting"):GetPropertyChangedSignal("Brightness"):Connect(function()
- if game:GetService("Lighting").Brightness ~= 1 and game:GetService("Lighting").Brightness ~= _G.NormalLightingSettings.Brightness then
- _G.NormalLightingSettings.Brightness = game:GetService("Lighting").Brightness
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Brightness = 1
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("ClockTime"):Connect(function()
- if game:GetService("Lighting").ClockTime ~= 12 and game:GetService("Lighting").ClockTime ~= _G.NormalLightingSettings.ClockTime then
- _G.NormalLightingSettings.ClockTime = game:GetService("Lighting").ClockTime
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").ClockTime = 12
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("FogEnd"):Connect(function()
- if game:GetService("Lighting").FogEnd ~= 786543 and game:GetService("Lighting").FogEnd ~= _G.NormalLightingSettings.FogEnd then
- _G.NormalLightingSettings.FogEnd = game:GetService("Lighting").FogEnd
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").FogEnd = 786543
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("GlobalShadows"):Connect(function()
- if game:GetService("Lighting").GlobalShadows ~= false and game:GetService("Lighting").GlobalShadows ~= _G.NormalLightingSettings.GlobalShadows then
- _G.NormalLightingSettings.GlobalShadows = game:GetService("Lighting").GlobalShadows
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").GlobalShadows = false
- end
- end)
- game:GetService("Lighting"):GetPropertyChangedSignal("Ambient"):Connect(function()
- if game:GetService("Lighting").Ambient ~= Color3.fromRGB(178, 178, 178) and game:GetService("Lighting").Ambient ~= _G.NormalLightingSettings.Ambient then
- _G.NormalLightingSettings.Ambient = game:GetService("Lighting").Ambient
- if not _G.FullBrightEnabled then
- repeat
- wait()
- until _G.FullBrightEnabled
- end
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- end)
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- local LatestValue = true
- spawn(function()
- repeat
- wait()
- until _G.FullBrightEnabled
- while wait() do
- if _G.FullBrightEnabled ~= LatestValue then
- if not _G.FullBrightEnabled then
- game:GetService("Lighting").Brightness = _G.NormalLightingSettings.Brightness
- game:GetService("Lighting").ClockTime = _G.NormalLightingSettings.ClockTime
- game:GetService("Lighting").FogEnd = _G.NormalLightingSettings.FogEnd
- game:GetService("Lighting").GlobalShadows = _G.NormalLightingSettings.GlobalShadows
- game:GetService("Lighting").Ambient = _G.NormalLightingSettings.Ambient
- else
- game:GetService("Lighting").Brightness = 1
- game:GetService("Lighting").ClockTime = 12
- game:GetService("Lighting").FogEnd = 786543
- game:GetService("Lighting").GlobalShadows = false
- game:GetService("Lighting").Ambient = Color3.fromRGB(178, 178, 178)
- end
- LatestValue = not LatestValue
- end
- end
- end)
- end
- _G.FullBrightExecuted = true
- _G.FullBrightEnabled = not _G.FullBrightEnabled
- end)
- --Misc
- MiscPage:AddBind("Toggle GUI", Enum.KeyCode.F8, function()
- ShowerLib:OpenClose() -- opens or closes the UI
- end)
- MiscPage:AddButton("Destroy GUI", function()
- ShowerLib:Destroy() -- Kills the GUI
- end)
- else
- if Loaded == true then
- else
- local FLUXFALSEGAME = Instance.new("ScreenGui")
- local MainFrame = Instance.new("ImageLabel")
- local DropShadow = Instance.new("ImageLabel")
- local LoadScript = Instance.new("TextButton")
- local ButtonImage = Instance.new("ImageLabel")
- local DropShadow_2 = Instance.new("ImageLabel")
- local DuckLogo = Instance.new("ImageLabel")
- local DuckText = Instance.new("TextLabel")
- local HubText = Instance.new("TextLabel")
- local GameName = Instance.new("TextLabel")
- FLUXFALSEGAME.Name = "FLUX"
- FLUXFALSEGAME.Parent = game.CoreGui
- FLUXFALSEGAME.ResetOnSpawn = false
- MainFrame.Name = "MainFrame"
- MainFrame.Parent = FLUXFALSEGAME
- MainFrame.AnchorPoint = Vector2.new(0.5, 0.5)
- MainFrame.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
- MainFrame.BackgroundTransparency = 1.000
- MainFrame.Position = UDim2.new(0.5,0,-1.2,0)
- MainFrame.Size = UDim2.new(0, 320, 0, 208)
- MainFrame.Image = "rbxassetid://3570695787"
- MainFrame.ImageColor3 = Color3.fromRGB(22, 22, 22)
- MainFrame.ScaleType = Enum.ScaleType.Slice
- MainFrame.SliceCenter = Rect.new(100, 100, 100, 100)
- MainFrame.SliceScale = 0.040
- DropShadow.Name = "DropShadow"
- DropShadow.Parent = MainFrame
- DropShadow.AnchorPoint = Vector2.new(0.5, 0.5)
- DropShadow.BackgroundTransparency = 1.000
- DropShadow.BorderSizePixel = 0
- DropShadow.Position = UDim2.new(0.5, 0, 0.5, 1)
- DropShadow.Size = UDim2.new(1, 18, 1, 18)
- DropShadow.ZIndex = 0
- DropShadow.Image = "rbxassetid://1316045217"
- DropShadow.ImageColor3 = Color3.fromRGB(0, 0, 0)
- DropShadow.ImageTransparency = 0.600
- DropShadow.ScaleType = Enum.ScaleType.Slice
- DropShadow.SliceCenter = Rect.new(10, 10, 118, 118)
- LoadScript.Name = "LoadScript"
- LoadScript.Parent = MainFrame
- LoadScript.BackgroundColor3 = Color3.fromRGB(0, 174, 255)
- LoadScript.BackgroundTransparency = 1.000
- LoadScript.BorderSizePixel = 0
- LoadScript.Position = UDim2.new(0.078125, 0, 0.809807718, 0)
- LoadScript.Size = UDim2.new(0, 270, 0, 30)
- LoadScript.ZIndex = 4
- LoadScript.Font = Enum.Font.Gotham
- LoadScript.Text = "Load Script"
- LoadScript.TextColor3 = Color3.fromRGB(255, 255, 255)
- LoadScript.TextSize = 14.000
- ButtonImage.Name = "ButtonImage"
- ButtonImage.Parent = LoadScript
- ButtonImage.Active = true
- ButtonImage.AnchorPoint = Vector2.new(0.5, 0.5)
- ButtonImage.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
- ButtonImage.BackgroundTransparency = 1.000
- ButtonImage.Position = UDim2.new(0.5, 0, 0.5, 0)
- ButtonImage.Selectable = true
- ButtonImage.Size = UDim2.new(1, 0, 1, 0)
- ButtonImage.ZIndex = 3
- ButtonImage.Image = "rbxassetid://3570695787"
- ButtonImage.ImageColor3 = Color3.fromRGB(0, 174, 255)
- ButtonImage.ScaleType = Enum.ScaleType.Slice
- ButtonImage.SliceCenter = Rect.new(100, 100, 100, 100)
- ButtonImage.SliceScale = 0.040
- DropShadow_2.Name = "DropShadow"
- DropShadow_2.Parent = LoadScript
- DropShadow_2.AnchorPoint = Vector2.new(0.5, 0.5)
- DropShadow_2.BackgroundTransparency = 1.000
- DropShadow_2.BorderSizePixel = 0
- DropShadow_2.Position = UDim2.new(0.5, 0, 0.5, 1)
- DropShadow_2.Size = UDim2.new(1, 18, 1, 18)
- DropShadow_2.ZIndex = 2
- DropShadow_2.Image = "rbxassetid://1316045217"
- DropShadow_2.ImageColor3 = Color3.fromRGB(0, 0, 0)
- DropShadow_2.ImageTransparency = 0.700
- DropShadow_2.ScaleType = Enum.ScaleType.Slice
- DropShadow_2.SliceCenter = Rect.new(10, 10, 118, 118)
- DuckLogo.Name = "DuckLogo"
- DuckLogo.Parent = MainFrame
- DuckLogo.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
- DuckLogo.BackgroundTransparency = 1.000
- DuckLogo.Position = UDim2.new(0.359375, 0, 0.0249999985, 0)
- DuckLogo.Size = UDim2.new(0, 90, 0, 90)
- DuckLogo.Image = "rbxassetid://6170947320"
- DuckText.Name = "DuckText"
- DuckText.Parent = DuckLogo
- DuckText.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
- DuckText.BackgroundTransparency = 1.000
- DuckText.Position = UDim2.new(0.0274305344, 0, 0.99444443, 0)
- DuckText.Size = UDim2.new(0, 48, 0, 30)
- DuckText.Font = Enum.Font.Gotham
- DuckText.Text = "FLUX"
- DuckText.TextColor3 = Color3.fromRGB(255, 255, 255)
- DuckText.TextSize = 20.000
- HubText.Name = "HubText"
- HubText.Parent = DuckLogo
- HubText.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
- HubText.BackgroundTransparency = 1.000
- HubText.Position = UDim2.new(0.560763836, 0, 0.99444443, 0)
- HubText.Size = UDim2.new(0, 36, 0, 30)
- HubText.Font = Enum.Font.Gotham
- HubText.Text = "V1"
- HubText.TextColor3 = Color3.fromRGB(37, 212, 94)
- HubText.TextSize = 20.000
- GameName.Name = "GameName"
- GameName.Parent = MainFrame
- GameName.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
- GameName.BackgroundTransparency = 1.000
- GameName.Position = UDim2.new(0.14618054, 0, 0.658482909, 0)
- GameName.Size = UDim2.new(0, 226, 0, 23)
- GameName.Font = Enum.Font.Gotham
- GameName.Text = "[Game Detected] Loading..."
- GameName.TextColor3 = Color3.fromRGB(255, 255, 255)
- GameName.TextSize = 15.000
- GameName.TextWrapped = true
- LoadScript.MouseEnter:Connect(function()
- game:GetService("TweenService"):Create(ButtonImage, TweenInfo.new(0.25), {ImageColor3 = Color3.fromRGB(0, 204, 255)}):Play()
- end)
- LoadScript.MouseLeave:Connect(function()
- game:GetService("TweenService"):Create(ButtonImage, TweenInfo.new(0.25), {ImageColor3 = Color3.fromRGB(0, 174, 255)}):Play()
- end)
- MainFrame:TweenPosition(UDim2.new(0.5,0,0.5,0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 1, false)
- GameName.Text = "[No Game Detected]..."
- LoadScript.Text = "Quit"
- LoadScript.MouseButton1Down:Connect(function()
- MainFrame:TweenPosition(UDim2.new(0.5,0,-1.2,0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 1, false)
- wait(1)
- FLUXFALSEGAME:Destroy()
- end)
- return
- LoadScript.MouseButton1Down:Connect(function()
- MainFrame:TweenPosition(UDim2.new(0.5,0,-1.2,0), Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 1, false)
- loadstring(Script)()
- wait(1)
- FLUXFALSEGAME:Destroy()
- end)
- end
- end
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